Content

◈Backstory  ◈Overview ◈ Normal Moves ◈ Universal moves Special moves

Jefferson Degrey is a lawyer who fights for justice his primary motivation is exposing the truth and its primary physical skill is punching. Degrey was granted unnaturally long life by Persephone and she left behind her ghostly friend to watch over Degrey and make sure he keeps up his quest of fighting tyrants

  • strong rushdown
  • lots of + moves
  • good frame trap kit
  • great counterhit combos
  • strong anti-projectile game
Degray
Degray chibi
Health - 6

Charge Time(Super Meter) - 15s

Recharge Time(ghost) - 61F(air 48F)

Pre-Jump Startup: 3F (universal)

Wakeup -38f (universal)

Play Style

rushdown, frame traps

Normal Moves

Punch

5A

A

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
7
7
10
+4

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text his is invisible text this is invisible text

a standard punch, decent range, can cancel into B or C on hit or block

Punch of Justice

5AA

A,A

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
6
13
+2

this is invisible text this is invisible text this is invisible text this

a standard punch but with justice, surprisingly good range travels forward quite a bit, can cancel into B or C on hit or block, can be part of a pseudo 4 damage combo with AA>AA

Elbow Lunge

6A

fA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
15
8
12
+1

this is invisible text this is invisible text this is invisible text this

long range poke that can easily catch people trying to jump, can cancel into B or C on hit or block, throw invulnerable frames 13-32

Ground Pound

4A

bA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
5
20
-4

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text his is invisible text this is invisible text this is invisible text his is invisible text this is invisible text this is invisible text

a long range move that launchers the opponent on counter hit allowing for a follow up combo, a basic part of his frame trap kit

Aerial Punch

j5A

j upA

Grave neutral A

back fist!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
9
4
+~10

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text

A good space control and anti air option, causes a ground bounce on counter hit

Two-Fisted Punch

j4/6A

jf/bA

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
7
7
8
+~10

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text his is invisible text this is invisible text this is invisible text his is invisible text this is invisible text this is invisible text

strong jump in with a small hit box, ok air to air, decent crossup option, allows for a follow up on air counterhit

Universal Moves

Throw

4A+j or 5/6A+J

T(A+J)

or +

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
3
4
16
KD

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text

just a standard throw, causes knockdown, back version switches sides with the opponent

Yomi Counter

5

no input

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
~
~
~
~

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text

yomi counter by having no inputs in the buffer on active frame of opponents throw, causes knockdown and refills your super to maximum

Special Moves

Counter-Point Step

B

B

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
39
~
0
~

this is invisible text this is invisible text this is invisible text this is invisible

first part of an offensive chain, dashes back then forward quickly, is fully immune for the first 9 frames. leads into several offensive options

Daggerfall

B>A

B>A

>

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
5
8
27
+9

 

the quickest of the step follow ups, very + on block, can easily setup frame traps with this, or just bully opponents without good options to deal with it. +25 on counter hit allows you to do whatever you want!

Tyrant Crusher

B>B

B>B

>

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
6
6
29
-14

this is invisible text this is invisible text this

does 2 damage, crushes armor, can hit low airborne opponents, heavily punishable on block unless spaced at maximum range, throw immune frames 1-12, knocks down on hit

Justice Kicks

B>C

B>C

>

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
13
7(5)9
23
-11

this is invisible text this is invisible text this is invisible text this

solid anti air option, fully invulnerable frames 1-20, multi hitting, very punishable on block, knocks down on hit

Ghost

C

C

Grave neutral AGhost stun

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
8
1
23
~

this is invisible text this is invisible

a psuedo projectile that is active for ~60 frames, travels forward about half screen, can absorb up to 2 projectiles( 'destroyed' on the 3rd hit) causes chip damage on block, on hit puts the opponenet in a special hitstun animation for about 50 frames

Flying Kick

jB

jB

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
14
20
~-5

this is invisible text this is invisible text this is invisible text this

a decent air to air option, part of a 3 chip damage corner setup, can cancel into a second air B

Flying Kick 2

jB,B

jB,B

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
14
20
~-12

this is invisible text this is invisible text this is invisible text this

a decent air to air option, part of a 3 chip damage corner setup, can combo if the first air B counter hits

Air Ghost

jC

jC

Grave neutral AGhost stun

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
7
1
29
~

this is invisible text this is invisible text this is invisible text this text

air version of ghost with down forward movement arc, can be used to stop Degreys air momentum dead

Super Moves

Ghost Riposte

S

S

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
5
28
28
~

this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text this is invisible text his is invisible text this is invisible text this is invisible text his is invisible text this is invisible text this is invisible text

a powerful counter super, strike invincible frames 1-5, counters all strikes during active frames and leads into a cinematic 2 damage super that knocks down and sends them almost full screen.

Final Arbiter

jS

jS

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
0+1
20
0
~

this is invisible text this is invisible text this

powerful air super that travels forward with a slight arc, can actually crossup at some specific ranges. knocks down on hit, does 3 damage on counter hit!